Incite Anarchy (Rare) XR Sorcery Reveal the top X cards of your library. Put each revealed creature card with converted mana cost X or less onto the battlefield. They gain haste. Sacrifice them at the beginning of the next end step. Put the rest of the revealed cards on the bottom of your library in any order.

Loot the Lifeless (Uncommon) [Honor in Death - http://community.wizards.com/magicthegathering/wiki/%5B%5BLabs:Gds/gds2/svanessen/submissionhub/finalchallenge5.U04] 1R Enchantment Whenever a creature you control goes to a graveyard from the battlefield, you may pay R. If you do, draw a card, then discard a card.

Poison the Guards (Uncommon) [Poison the Guards - http://community.wizards.com/magicthegathering/wiki/Labs:Gds/gds2/svanessen/submissionhub/finalchallenge1.CB17.1] 2B Sorcery Tap up to two target creatures, then put a -1/-1 counter on each of them.

Vengeance of the Condemned (Common) 1B Instant Put a -1/-1 counter on target creature for each creature you control.

Comments

Jailbreak showcases the Breakout mechanic. Breakout is an ability word for a combat trigger, modeled on Frenzy, that triggers after blockers are declared if the Breakout creature is attacking and there are any unblocked attacking creatures. It's designed to make opponents need to block every attacking creature or suffer nasty saboteur effects and stronger attackers, evoking the disruption caused by creatures "rampaging behind enemy lines". As breakout cards build up, your opponent must choose between racing or holding back creatures to contain you. This leads to an escalating board state and the eventual carnage of a riot (attack) breaking through containing forces.

Jailbreak has 10 Breakout creatures and over 20 cards which enable Breakout through haste, evasion, removal, and cards that are just annoying to block. Other subtler synergies are layered throughout the deck for players to discover.

To reduce unfun and degenerate play states, Breakout creatures do not have inherent evasion. You must put them at risk or combine them with an enabler. To reduce the complexity of breakout creatures, commons only improve themselves, and most higher rarities have effects other than changing combat math.

Games often play out with an early rush, a buildup phase, and then one or several breakout attempts. Tools are included to win races as well as to achieve breakout.

Breakout increases interactivity by encouraging attacking and blocking (as opposed to just racing), it makes both players approach combat from a new perspective, and builds up organically to exciting high-risk, high-reward plays.